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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2007-12-04 16:57:28 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2007-12-04 16:57:28 +0300
commit32a8b4f8e686938ec2f0f95e6acc2eb3c25ebfdf (patch)
treeff232d89da0b2f0db1da4becb1980af513ea2274 /source/blender/makesdna/DNA_material_types.h
parentebfedd20b290e356f35eb1fcbcb5ddfb8e8bf0a9 (diff)
Particles
========= - Fix crash in particle transform with the particle system not editable. - Particle child distribution and caching is now multithreaded. - Child particles now have a separate Render Amount next to the existing Amount. The render amount particles are now only distributed and cached at render time, which should make editing with child particles faster. - Two new options for diffuse strand shading: - Surface Diffuse: computes the strand normal taking the normal at the surface into account. - Blending Distance: the distance in Blender units over which to blend in the normal at the surface. - Special strand rendering for more memory efficient and faster hair and grass. This is a work in progress, and has a number of known issues, don't report bugs to me for this feature yet. More info: http://www.blender.org/development/current-projects/changes-since-244/particles/
Diffstat (limited to 'source/blender/makesdna/DNA_material_types.h')
-rw-r--r--source/blender/makesdna/DNA_material_types.h6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index c7301d4f974..489ba71d639 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -84,11 +84,11 @@ typedef struct Material {
int mode, mode_l; /* mode_l is the or-ed result of all layer modes */
short flarec, starc, linec, ringc;
float hasize, flaresize, subsize, flareboost;
- float strand_sta, strand_end, strand_ease;
+ float strand_sta, strand_end, strand_ease, strand_surfnor;
char strand_uvname[32];
float sbias; /* shadow bias */
- float shad_alpha, padf; /* in use for irregular shadowbuffer */
+ float shad_alpha; /* in use for irregular shadowbuffer */
/* for buttons and render*/
char rgbsel, texact, pr_type, use_nodes;
@@ -121,6 +121,7 @@ typedef struct Material {
float fhdist, xyfrict;
short dynamode, pad2;
+ /* subsurface scattering */
float sss_radius[3], sss_col[3];
float sss_error, sss_scale, sss_ior;
float sss_colfac, sss_texfac;
@@ -191,6 +192,7 @@ typedef struct Material {
#define MA_GROUP_NOLAY 0x10000000
#define MA_FACETEXTURE_ALPHA 0x20000000
#define MA_STR_B_UNITS 0x40000000
+#define MA_STR_SURFDIFF 0x80000000
#define MA_MODE_MASK 0x4fffffff /* all valid mode bits */